ACTOR NemesisHellsmith : NemesisCyberdemon 
{ //For some inexplicable reason, Nemhellsmith and is vexed form take legendary damage even though his damage factor is at 0
    Tag "\c[v9]Nemesis Hellsmith\c-" //This one will replace it.
	BloodColor "Black"
	Health 16666 //14666 //13000 //15000 //16666 AGAIN
	Speed 40
	Radius 40
	Height 110
	Scale 1.1
	Mass 0x7FFFFFFF
	species "Cybers"
	MONSTER
	+QUICKTORETALIATE
	+NORADIUSDMG
	+PIERCEARMOR
	+MISSILEEVENMORE
	+NOTARGET
	+BOSS
	+MISSILEMORE
	+FIRERESIST
	+FLOORCLIP
	+DONTMORPH
	+BOSSDEATH
	+NOICEDEATH
	+LOOKALLAROUND
	+DONTGIB
	+NOTELEFRAG
	+NOTIMEFREEZE
	+DONTRIP
	+DONTHURTSPECIES
	+DONTHARMSPECIES
	+CANTSEEK
	+NODROPOFF
	+AVOIDMELEE
	+NODAMAGETHRUST
	+NOFEAR
	+BRIGHT
	DropItem "NemesisUnmaker", 256
DropItem "UpgradedNemesisArmor" 180
DropItem "NemesisSuperSphere" 215
DropItem "TrueLegendaryRune" 25 1
DropItem "NexusSpreadRune", 110, 1 
DropItem "NemesisHealthBonusMax", 256, 64
DropItem "NemesisArmorBonus64", 256
DropItem "NemesisHealthBonusMax", 256, 64
DropItem "NemesisArmorBonus64", 256
DropItem "NemesisSuperSphere" 215
DropItem "NemesisAmmoSphere", 128, 1
DropItem "LegDemonRune", 80, 1
DropItem "NemesisRuneSpawnerTier4", 256, 1
DropItem "NemesisRuneSpawnerTier4", 256, 1
DropItem "DemonicChalice", 256, 1
DropItem "SkullOfPower", 256, 1
DropItem "NLDemonAmmo", 256
DropItem "NLDemonAmmoBox", 256
DropItem "Terminator", 70, 1
DropItem "NemesisShell", 256
DropItem "NemesisShellBox", 130
DropItem "Nemesis Rifle", 200
DropItem "BlurSphere", 256
DropItem "Nemesis Plasmatic Cannon", 200
DropItem "Nemesis Assault Shotgun", 200
DropItem "Nemesis Sawed-Off Shotgun", 200
DropItem "SalvationSphere", 256
DropItem "FuelCore" 256 1
DropItem "FuelCore" 256 1
DropItem "FuelCore" 256 1
DropItem "FuelCore" 256 1
	Damage 0
	MeleeRange 86
    DamageFactor "PlayerNemesisPlasma", 0.0
    DamageFactor "Explosion", 0.05
    DamageFactor "DTRailgun", 0.4
    DamageFactor "PDTPuff", 0.4
    DamageFactor "RailG",  0.3
    DamageFactor 0.4 //0.425 //0.45 //0.3
	Damagefactor "TrueLegendaryPlayer", 0.4
    Damagefactor "TrueLegendaryDamage", 0.4
    DamageFactor "T3rm", 0.0
	DamageFactor "MinotaurDamage", 0.0
	DamageType "MinotaurDamage"
	PainChance "Explosion", 255
	PainChance 15
	Painchance "LegendaryPlayer", 4
	PainChance "PlayerDBFG2", 256
	PainChance "DBFG2", 256
	PainChance "PlayerDBFG10K2", 256
	SeeSound "monster/smithr"
	ActiveSound "monster/smitha"
	PainSound "monster/smithp"
	DeathSound "monster/smithd"
	Obituary "%o Got Gored, Smashed, Hit and Destroyed by the Nemesis Hellsmith!"
	var int user_missile;
	var int user_protection;
	var int user_protected;
	var int user_rage;
	var int user_music;
	var int user_minion; //Minion limiter
	var int user_minions; 
	var int user_heal; //Heal limiter
	States
	{	
	Spawn:
		NHTH AB 10 A_Look
		TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
		Loop
	See:
	//TNT1 A 0 ACS_NamedExecuteAlways("Hem_LightOnMap",0,1,64)
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("StartMonsterMusic",0,777)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_JumpIfInventory("RunesCheck",1,2)
	TNT1 A 0 ACS_NamedExecuteWithResult("CheckRunes")
	TNT1 A 0 A_Jump(100,"Rush")
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	NHTH A 3 Bright A_Hoof
	NHTH A 3 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	NHTH BB 3 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	NHTH C 3 Bright A_Hoof
	NHTH C 3 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	NHTH DD 3 Bright A_Chase
	TNT1 A 0 A_Jump(50,"Teleport")
	Loop
  Rush:
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Hoof
	TNT1 A 0 A_SpawnItemEx("NemesisGhost2") //NemHellsmithGhost1
	NHTH A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisGhost2")
	NHTH A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisGhost2")
	NHTH A 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisGhost2")
	NHTH B 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisGhost2")
	NHTH C 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisGhost2")
	NHTH C 2 Bright A_Chase
	TNT1 A 0 A_Hoof
	TNT1 A 0 A_SpawnItemEx("NemesisGhost2")
	NHTH D 2 Bright A_Chase
	TNT1 A 0 A_SpawnItemEx("NemesisGhost2")
	NHTH D 2 Bright A_Chase
	TNT1 A 0 A_Jump(25,"Teleport")
	TNT1 A 0 A_Jump(75,"See")	
	Loop
  Teleport:
	TNT1 A 0 A_SetInvulnerable
	NHTH A 1 Bright A_UnSetShootable
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	NHTH AAAAAAAAAA 1 Bright A_FadeOut(0.1,0)
	TNT1 A 2 Bright
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 1 Bright A_PlaySound("boss/teleport",6)
	TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	NHTH AAAAAAAAAA 1 Bright A_FadeIn(0.1)
	TNT1 A 0 A_UnSetInvulnerable
	NHTH A 1 Bright A_SetShootable
	Goto See
	TeleportRage:
	    TNT1 A 0 A_SetInvulnerable
		NHTH A 1 Bright A_UnSetShootable
		NHTH AAAAA 1 Bright A_FadeOut(0.2,0)
		TNT1 A 2 Bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_Wander
		TNT1 A 1 Bright A_PlaySound("boss/teleport",6)
		NHTH AAAAA 1 Bright A_FadeIn(0.2)
		TNT1 A 0 A_UnSetInvulnerable
		NHTH A 1 Bright A_SetShootable
		Goto See
	StartRage:
		TNT1 A 0 A_SetInvulnerable
		//TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("NOPAIN",1)
		NHTH G 10 Bright A_PlaySound("NemesisCyber/Enraged",2,1.0,0,ATTN_NONE)
		NHTH GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 2 Bright A_SpawnItemEx("NemesisSmithFlame")
		TNT1 A 0 A_SpawnItemEx("NemesisCyberRageRing",0,0,0,0,0,0,0,SXF_SETMASTER)
		TNT1 A 0 A_Playsound("brain/spit",6,1.0,0,ATTN_NONE)
		TNT1 A 0 A_SetUserVar("user_rage",1)
		TNT1 A 0 A_ChangeFlag("NOPAIN",0)
		NHTH GGGGGGGGGGGGGGGGGGGGGGG 2 Bright A_SpawnItemEx("NemesisSmithFlame")
		Goto SeeRage	
	Taunt:
		TNT1 A 0 A_SetInvulnerable
		//TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_ChangeFlag("NOPAIN",1)
		TNT1 A 0 A_ChangeFlag("NODAMAGE",1)
		NHTH AA 3 A_SpawnItemEx("NemesisSmithFlameSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_PlaySound("NemesisMotaur/Taunt",2,1.0,0,ATTN_NONE)
		TNT1 A 0 A_TakeInventory("MarineKilled",1)
		NHTH AAAAAAAA 3 A_SpawnItemEx("NemesisSmithFlameSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_ChangeFlag("NOPAIN",0)
		TNT1 A 0 A_ChangeFlag("NODAMAGE",0)
		Goto see
	Melee:
	NHTH B 0 A_Jump(128,"Melee2")
	NHTH E 6 A_FaceTarget
	NHTH F 1 A_Playsound ("monster/hamswg")
	NHTH F 5 A_FaceTarget
	NHTH G 10 A_CustomMeleeAttack (Random(50,75),"monster/hamhit","monster/hamflr","MinotaurDamage")
	Goto See
  Melee2:
	NHTH J 6 A_FaceTarget
	NHTH K 1 A_Playsound ("monster/hamswg")
	NHTH K 5 A_FaceTarget
	NHTH L 10 A_CustomMeleeAttack (Random(50,75),"monster/hamhit","monster/hamflr","MinotaurDamage")
	Goto See
	Missile:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_SetTranslucent(1)
    TNT1 A 0 A_Changeflag(REFLECTIVE,0)

	TNT1 A 0 A_Jump(96,"NHSComet","NemComets","Charge","NemesisShot","MiniNemesisGuruballs")
	TNT1 A 0 A_Jump(128,"Charge","NemTracer1","NemMeteor")
	TNT1 A 0 A_Jump(256,"NemMeteorStorm","NemBFG","NemComets","LightningStorm","Charge","NemesisRain","FiendBigBall")
	goto see
	NemMeteor:
	NHTH EF 8 A_FaceTarget
	TNT1 A 0 A_CustomBulletAttack(0,0,1,0,"NemMeteorTarget")
	TNT1 A 0 A_Playsound ("monster/hamswg")
	NHTH G 7 Bright 
	NHTH JK 8 A_FaceTarget
	TNT1 A 0 A_CustomBulletAttack(0,0,1,0,"NemMeteorTarget")
	TNT1 A 0 A_Playsound ("monster/hamswg")
	NHTH L 7 Bright 
	NHTH EF 8 A_FaceTarget
	TNT1 A 0 A_CustomBulletAttack(0,0,1,0,"NemMeteorTarget")
	TNT1 A 0 A_Playsound ("monster/hamswg")
	NHTH G 7 Bright
	NHTH JK 8 A_FaceTarget
	TNT1 A 0 A_CustomBulletAttack(0,0,1,0,"NemMeteorTarget")
	TNT1 A 0 A_Playsound ("monster/hamswg")
	NHTH L 7 Bright
    Goto See
  NemMeteorStorm:
	NHTH E 10 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	TNT1 A 0 A_PlaySound("NemesisMotaur/Attack",2)
	NHTH EEEEEEEEEEE 3 Bright A_SpawnItem("NemesisSmithFlameSpawner",0,0,0,0)
	NHTH EEEEEEEEEEE 3 Bright A_SpawnItem("NemesisSmithFlameSpawner2",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_UnsetInvulnerable
	NHTH EF 8 A_FaceTarget
	TNT1 A 0 A_CustomBulletAttack(0,0,1,0,"NemMeteorStormTarget")
	TNT1 A 0 A_Playsound ("monster/hamswg")
	NHTH G 7 Bright 
	TNT1 A 0 A_Playsound ("monster/hamflr")
    Goto See
  NemBFG: //Since this attack is basically a one-shot, the time before he starts shooting has been extended.
    NHTH J 8 A_FaceTarget
    TNT1 A 0 A_SpawnItemEx("NemesisLightning") //Furthermore, I left a signal to show that he will use this attack.
	NHTH J 15 A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	NHTH JK 12 A_FaceTarget
	NHTH L 12 Bright A_CustomBulletAttack(5,5,10,0,"NemesisHitScanShot")
	TNT1 A 0 A_Playsound ("weapons/rocklx")
	NHTH L 12 Bright A_CustomBulletAttack(5,5,10,0,"NemesisHitScanShot")
	TNT1 A 0 A_Playsound ("weapons/rocklx")
	NHTH L 10 Bright A_CustomBulletAttack(5,5,10,0,"NemesisHitScanShot")
	TNT1 A 0 A_Playsound ("weapons/rocklx")
	NHTH L 9 Bright A_CustomBulletAttack(5,5,10,0,"NemesisHitScanShot")
	TNT1 A 0 A_Playsound ("weapons/rocklx")
	NHTH L 8 Bright A_CustomBulletAttack(5,5,10,0,"NemesisHitScanShot")
	TNT1 A 0 A_Playsound ("weapons/rocklx")
	NHTH L 7 Bright A_CustomBulletAttack(5,5,10,0,"NemesisHitScanShot")
	TNT1 A 0 A_Playsound ("weapons/rocklx")
	NHTH L 6 Bright A_CustomBulletAttack(5,5,10,0,"NemesisHitScanShot")
	TNT1 A 0 A_Playsound ("weapons/rocklx")
	NHTH L 5 Bright A_CustomBulletAttack(5,5,10,0,"NemesisHitScanShot")
	TNT1 A 0 A_Playsound ("weapons/rocklx")
	NHTH L 4 Bright A_CustomBulletAttack(5,5,10,0,"NemesisHitScanShot")
	TNT1 A 0 A_Playsound ("weapons/rocklx")
	NHTH L 3 Bright A_CustomBulletAttack(5,5,10,0,"NemesisHitScanShot")
	TNT1 A 0 A_Playsound ("weapons/rocklx")
	NHTH L 2 Bright A_CustomBulletAttack(5,5,10,0,"NemesisHitScanShot")
	TNT1 A 0 A_Playsound ("weapons/rocklx")
	NHTH L 1 Bright A_CustomBulletAttack(5,5,10,0,"NemesisHitScanShot")
	TNT1 A 0 A_Playsound ("weapons/rocklx")
	NHTH L 1 Bright A_CustomBulletAttack(5,5,10,0,"NemesisHitScanShot")
	TNT1 A 0 A_Playsound ("weapons/rocklx")
	NHTH L 1 Bright A_CustomBulletAttack(5,5,10,0,"NemesisHitScanShot")
	TNT1 A 0 A_Playsound ("monster/rocklx")
	NHTH L 1 Bright A_CustomBulletAttack(5,5,10,0,"NemesisHitScanShot")
	TNT1 A 0 A_Playsound ("weapons/rocklx")
	NHTH L 1 Bright A_CustomBulletAttack(5,5,10,0,"NemesisHitScanShot")
	TNT1 A 0 A_Playsound ("weapons/rocklx")
	NHTH L 1 Bright A_CustomBulletAttack(5,5,10,0,"NemesisHitScanShot")
	TNT1 A 0 A_Playsound ("weapons/rocklx")
	NHTH L 1 Bright A_CustomBulletAttack(5,5,10,0,"NemesisHitScanShot")
	TNT1 A 0 A_Playsound ("weapons/rocklx")
	NHTH L 1 Bright A_CustomBulletAttack(5,5,10,0,"NemesisHitScanShot")
	TNT1 A 0 A_UnsetInvulnerable
	TNT1 A 0 A_Jump(128,"NemComets","Charge","NemesisShot","NemTracer1")
	TNT1 A 0 A_Jump(100,"NHSComet","NemMeteorStorm","LightningStorm","NemesisRain","NemMeteor","Charge","NemComets","FiendBigBall")
	Goto See
	NHSComet:
	 	//TNT1 A 0 A_SetInvulnerable
		//TNT1 A 0 A_UnSetShootable
		NHTH A 0 A_Jump (128,16)
		NHTH E 6 Bright A_FaceTarget
		NHTH H 6 A_PlaySound ("monster/hamswg")
		NHTH N 0 A_PLaySound ("weapons/crtrail") 
		NHTH M 1 Bright// A_SpawnItemEx("HPBlueFire2Spawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_FaceTarget
		NHTH NNNNNN 1 Bright// A_SpawnItemEx("HPBlueFire2Spawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_FaceTarget
		NHTH NN 1 Bright// A_SpawnItemEx("HPBlueFire2Spawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		NHTH I 0 A_Custommissile("NemesisFireball1",32,0,0)
		TNT1 A 0 A_FaceTarget
		NHTH NN 1 Bright// A_SpawnItemEx("HPBlueFire2Spawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		NHTH I 0 A_Custommissile("NemesisFireball1",32,0,0)
		TNT1 A 0 A_FaceTarget
		NHTH I 0 A_Jump (128,8)
		NHTH B 6
		NHTH J 6 A_FaceTarget
		NHTH M 6 A_PlaySound ("monster/hamswg")
		NHTH N 1 A_PLaySound ("weapons/crtrail") 
		NHTH NN 1 Bright// A_SpawnItemEx("HPBlueFire2Spawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		NHTH N 0 A_Custommissile("NemesisFireball1",32,0,0)
		NHTH NN 1 Bright// A_SpawnItemEx("HPBlueFire2Spawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		NHTH N 0 A_Custommissile("NemesisFireball1",32,0,0)
		NHTH NNNNN 1 Bright// A_SpawnItemEx("HPBlueFire2Spawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		//TNT1 A 0 A_UnSetInvulnerable
		//TNT1 A 0 A_SetShootable
		TNT1 A 0 A_Jump(128,"NemComets","Charge","NemesisShot","NemTracer1","NemTracer2")
		TNT1 A 0 A_Jump(100,"NemMeteorStorm","LightningStorm","NemesisRain","NemMeteor","NHSComet","Charge","NemBFG","NemComets")
		Goto See
	NemComets:
	TNT1 A 0 A_SetInvulnerable
	NHTH E 6 Bright A_FaceTarget
	NHTH H 6 A_PlaySound ("monster/hamswg")
	NHTH H 0 A_PLaySound ("weapons/crtrail")
	NHTH I 1 Bright A_CustomMissile("NemHellsmithComet",64,0,0)  
	NHTH I 0 A_CustomMissile("NemHellsmithComet",64,0,-4)
	NHTH I 1 Bright A_CustomMissile("NemHellsmithComet",64,0,4)
	NHTH I 0 A_CustomMissile("NemHellsmithComet",64,0,-8)
	NHTH I 1 Bright A_CustomMissile("NemHellsmithComet",64,0,8)
	NHTH I 0 A_CustomMissile("NemHellsmithComet",64,0,-12)
	NHTH I 7 Bright A_CustomMissile("NemHellsmithComet",64,0,12)
	TNT1 A 0 A_Jump (128,1)
    Goto NemCometsEnd
	NHTH J 6 A_FaceTarget
	NHTH M 6 A_PlaySound ("monster/hamswg")
	NHTH M 0 A_PLaySound ("weapons/crtrail")
	NHTH N 6
	NHTH N 1 Bright A_CustomMissile("NemHellsmithComet",64,0,0)
	NHTH N 0 A_CustomMissile("NemHellsmithComet",64,0,-4)
	NHTH N 1 Bright A_CustomMissile("NemHellsmithComet",64,0,4)
	NHTH N 0 A_CustomMissile("NemHellsmithComet",64,0,-8)
	NHTH N 7 Bright A_CustomMissile("NemHellsmithComet",64,0,8)   
	NHTH NM 6 Bright A_FaceTarget
	TNT1 A 0 A_UnSetInvulnerable
  NemCometsEnd:
	TNT1 A 0 A_Jump(128,1)
	TNT1 A 0 A_Jump(128,"Charge","NemesisShot","NemTracer1","MiniNemesisGuruballs")
	TNT1 A 0 A_Jump(100,"NHSComet","NemMeteorStorm","LightningStorm","NemesisRain","NemMeteor","Charge","NemBFG","NemComets","FiendBigBall")
	Goto See  
	NemTracer1:
	TNT1 A 0 A_Jump(128,"NemTracer2")
	NHTH E 6 A_FaceTarget
	NHTH F 1 A_Playsound ("monster/hamswg")
	NHTH F 5 A_FaceTarget
	NHTH G 0 A_CustomMissile("NemTracer",0,0,30,0)
	NHTH G 0 A_CustomMissile("NemTracer",0,0,60,0)
	NHTH G 0 A_CustomMissile("NemTracer",0,0,90,0)
	NHTH G 0 A_CustomMissile("NemTracer",0,0,120,0)
	NHTH G 0 A_CustomMissile("NemTracer",0,0,150,0)
	NHTH G 0 A_CustomMissile("NemTracer",0,0,180,0)
	NHTH G 0 A_CustomMissile("NemTracer",0,0,210,0)
	NHTH G 0 A_CustomMissile("NemTracer",0,0,240,0)
	NHTH G 0 A_CustomMissile("NemTracer",0,0,270,0)
	NHTH G 0 A_CustomMissile("NemTracer",0,0,300,0)
	NHTH G 0 A_CustomMissile("NemTracer",0,0,330,0)
	NHTH G 0 A_CustomMissile("NemTracer",0,0,0,0)
	NHTH G 10 A_Playsound("monster/hamflr")
	TNT1 A 0 A_Jump(100,"NemComets","Charge")
	Goto See
  NemTracer2:
	NHTH J 6 A_FaceTarget
	NHTH K 1 A_Playsound ("monster/hamswg")
	NHTH K 5 A_FaceTarget
	NHTH L 0 A_CustomMissile("NemTracer",0,0,30,0)
	NHTH L 0 A_CustomMissile("NemTracer",0,0,60,0)
	NHTH L 0 A_CustomMissile("NemTracer",0,0,90,0)
	NHTH L 0 A_CustomMissile("NemTracer",0,0,120,0)
	NHTH L 0 A_CustomMissile("NemTracer",0,0,150,0)
	NHTH L 0 A_CustomMissile("NemTracer",0,0,180,0)
	NHTH L 0 A_CustomMissile("NemTracer",0,0,210,0)
	NHTH L 0 A_CustomMissile("NemTracer",0,0,240,0)
	NHTH L 0 A_CustomMissile("NemTracer",0,0,270,0)
	NHTH L 0 A_CustomMissile("NemTracer",0,0,300,0)
	NHTH L 0 A_CustomMissile("NemTracer",0,0,330,0)
	NHTH L 0 A_CustomMissile("NemTracer",0,0,0,0)
	NHTH L 10 A_Playsound("monster/hamflr")
	TNT1 A 0 A_Jump(100,"NemComets","Charge")
	Goto See

	NemesisShot:
	TNT1 A 0 A_SetInvulnerable
	NHTH E 8 A_FaceTarget
	NHTH H 8 A_PlaySound("monster/hamswg")
	NHTH I 0 A_PLaySound("weapons/hellfi") 
	NHTH I 0 A_CustomMissile("Nemesisshot2",52,0,0)
	NHTH I 0 A_CustomMissile("Nemesisshot2",52,0,8)
	NHTH I 12 A_CustomMissile("Nemesisshot2",52,0,-8)
	NHTH I 0 A_Jump(128,1)
	Goto NemesisShotEnd
	NHTH J 8 A_FaceTarget
	NHTH M 8 A_PlaySound("monster/hamswg")
	NHTH N 0 A_PlaySound("weapons/hellfi") 
	NHTH N 0 A_CustomMissile("Nemesisshot2",52,0,0)
	NHTH N 0 A_CustomMissile("Nemesisshot2",52,0,8)
	NHTH N 12 A_CustomMissile("Nemesisshot2",52,0,-8)
  NemesisShotEnd:
    TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_Jump(128,1)
	TNT1 A 0 A_Jump(128,"NemComets","Charge","NemTracer1","MiniNemesisGuruballs")
	TNT1 A 0 A_Jump(100,"NHSComet","NemMeteorStorm","lightningStorm","NemesisRain","NemMeteor","Charge","NemBFG","NemComets","FiendBigBall")
	Goto See
	FiendBigBall:
	TNT1 A 0 A_SetInvulnerable
	NHTH E 8 A_FaceTarget
	NHTH H 8 A_PlaySound("monster/hamswg")
	NHTH I 0 A_PLaySound("weapons/hellfi") 
	NHTH I 0 A_CustomMissile("NemesisFiendBigBall",52,0,0)
	NHTH I 0 A_CustomMissile("NemesisFiendBigBall",52,0,8)
	NHTH I 12 A_CustomMissile("NemesisFiendBigBall",52,0,-8)
	NHTH J 8 A_FaceTarget
	NHTH M 8 A_PlaySound("monster/hamswg")
	NHTH N 0 A_PlaySound("weapons/hellfi") 
	NHTH N 0 A_CustomMissile("NemesisFiendBigBall",52,0,0)
	NHTH N 0 A_CustomMissile("NemesisFiendBigBall",52,0,8)
	NHTH N 12 A_CustomMissile("NemesisFiendBigBall",52,0,-8)
    TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_Jump(128,1)
	TNT1 A 0 A_Jump(128,"NemComets","Charge","NemTracer1","MiniNemesisGuruballs")
	TNT1 A 0 A_Jump(100,"NHSComet","NemMeteorStorm","lightningStorm","NemesisRain","NemMeteor","Charge","NemBFG","NemComets","FiendBigBall")
	Goto See
	LightningStorm: //Why The Lightnings are Blue?
	NHTH E 10 Bright A_FaceTarget
	//NHTH E 0 A_SetReflectiveInvulnerable
	TNT1 A 0 A_PlaySound("NemesisMotaur/Attack",2)
	NHTH EEEEEEEEEEEEEEE 3 Bright A_SpawnItem("NemesisSmithFlameSpawner",0,0,0,0)
	NHTH EEEEEEEEEEEEEEE 3 Bright A_SpawnItem("NemesisSmithFlameSpawner2",0,0,0,0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_SetUserVar("user_missile",0)
  LightningStormLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 20,"See")	 
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	NHTH EF 3 Bright A_FaceTarget
	TNT1 A 0 Radius_Quake(40,10,0,40,0)	
	NHTH G 2 Bright A_PlaySound("monster/hamswg")
	TNT1 A 0 A_CustomMissile("NemesisLightningBolt",30,0,random(0,360))
	TNT1 A 0 A_SpawnItemEx("NemesisLightning2",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)
	NHTH G 6 Bright A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisLightningBolt",30,0,random(0,360))
	NHTH F 6 Bright A_FaceTarget
    Loop
	LightningStormRage:
		NHTH E 10 Bright A_FaceTarget
		NHTH E 0 A_SetReflectiveInvulnerable
		//TNT1 A 0 A_UnSetShootable
		TNT1 A 0 A_PlaySound("NemesisMotaur/Attack",2)
		NHTH EEEEEEEEE 3 Bright A_SpawnItem("NemesisSmithFlameSpawner",0,0,0,0)
		NHTH EEEEEEEEE 3 Bright A_SpawnItem("NemesisSmithFlameSpawner2",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_FaceTarget
		//TNT1 A 0 A_UnsetInvulnerable
		//NHTH A 1 Bright A_SetShootable
		TNT1 A 0 A_SetUserVar("user_missile",0)
	LightningStormLoopRage:
		TNT1 A 0 A_JumpIf(user_missile >= 25,"See")	 
		TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
		TNT1 A 0 A_CustomMissile("NemHellsmithLightningBolt",30,0,random(0,360))
		NHTH C 5 Bright A_FaceTarget
		TNT1 A 0 Radius_Quake(40,10,0,40,0)	
		NHTH D 2 Bright A_PlaySound("monster/hamswg")
		TNT1 A 0 A_CustomMissile("NemHellsmithLightningBolt",30,0,random(0,360))
		TNT1 A 0 A_SpawnItemEx("NemHellsmithLightning2",Random(1250,-1250),Random(1250,-1250),-1000,0,0,0,SXF_NOCHECKPOSITION,0)
		NHTH D 6 Bright A_FaceTarget
		TNT1 A 0 A_CustomMissile("NemHellsmithLightningBolt",30,0,random(0,360))
		NHTH D 6 Bright A_FaceTarget
		NHTH E 0 A_unSetReflectiveInvulnerable
		TNT1 A 0 A_Jump(128,"Charge","NemTracer1","NemTracer2")
		TNT1 A 0 A_Jump(100,"NemMeteorStorm","NemesisRain","NemMeteor","NHSComet","Charge","NemBFG","NemComets")
		Loop
	NemesisRain:
	TNT1 A 0 A_SetInvulnerable
	NHTH E 2 Bright A_FaceTarget
	NHTH EEEEEEE 2 Bright A_SpawnItem("NemesisSmithFlameSpawner",0,0,0,0)
	NHTH F 2 Bright A_FaceTarget
	NHTH FFFFFFF 2 Bright A_SpawnItem("NemesisSmithFlameSpawner",0,0,0,0)
	NHTH F 2 Bright A_FaceTarget
	TNT1 A 0 A_PlaySound("NemesisMotaur/Attack",2)
	TNT1 A 0 A_CustomMissile("NemesisHKCometRain",32,0,200)
	TNT1 A 0 A_CustomMissile("NemesisHKCometRain",32,0,90)
	TNT1 A 0 A_CustomMissile("NemesisHKCometRain",32,0,90)
	TNT1 A 0 A_CustomMissile("NemesisHKCometRain",32,0,45)
	TNT1 A 0 A_CustomMissile("NemesisHKCometRain",32,0,-90)	
	TNT1 A 0 A_CustomMissile("NemesisHKCometRain",32,0,135)
	NHTH G 8 Bright //A_CustomMissile("NemesisGuruBall",32,0,0) Why?
	TNT1 A 0 A_SetInvulnerable
	NHTH G 2 Bright A_FaceTarget
	NHTH GGGGGGGG 2 Bright A_SpawnItem("NemesisSmithFlameSpawner",0,0,0,0)
	NHTH G 2 Bright A_FaceTarget
	NHTH GGGGGGGG 2 Bright A_SpawnItem("NemesisSmithFlameSpawner",0,0,0,0)
	NHTH G 2 Bright A_FaceTarget
	NHTH GGGGGGGG 2 Bright A_SpawnItem("NemesisSmithFlameSpawner",0,0,0,0)
	NHTH G 2 Bright A_FaceTarget
	NHTH GGGGGGGG 2 Bright A_SpawnItem("NemesisSmithFlameSpawner",0,0,0,0)
	NHTH G 2 Bright A_FaceTarget
	NHTH GGGGGGGG 2 Bright A_SpawnItem("NemesisSmithFlameSpawner",0,0,0,0)
	NHTH G 2 Bright A_FaceTarget
	NHTH GGGGGGGG 2 Bright A_SpawnItem("NemesisSmithFlameSpawner",0,0,0,0)
	NHTH G 2 Bright A_FaceTarget
	NHTH GGGGGGGG 2 Bright A_SpawnItem("NemesisSmithFlameSpawner",0,0,0,0)
	TNT1 A 0 A_UnSetInvulnerable
	TNT1 A 0 A_Jump(128,"Charge","NemTracer1","MiniNemesisGuruballs")
	TNT1 A 0 A_Jump(100,"NemMeteorStorm","LightningStorm","NHSComet","Charge","NemBFG","NemComets","NemMeteor","FiendBigBall")
	Goto See
	Charge:
	    NHTH E 0 A_SetReflective
		NHTH O 1 A_Playsound ("weapons/suldth")
		NHTH O 0 A_CustomMissile("NemesisHBall2",32,0,18)
		NHTH O 4 A_SkullAttack
		NHTH O 0 A_Explode(450,64,0)
		NHTH O 0 A_SpawnItemEx("NemesisGhost1",0,0,0,0,0,0,0,128,0)
		NHTH O 0 A_CustomMissile("NemesisHBall2",32,0,18)
		NHTH O 4 A_SkullAttack
		NHTH O 0 A_Explode(450,64,0)
		NHTH O 0 A_SpawnItemEx("NemesisGhost1",0,0,0,0,0,0,0,128,0)
		NHTH O 0 A_CustomMissile("NemesisHBall2",32,0,18)
		NHTH O 4 A_SkullAttack
		NHTH O 0 A_Explode(450,64,0)
		NHTH O 0 A_SpawnItemEx("NemesisGhost1",0,0,0,0,0,0,0,128,0)
		NHTH O 0 A_CustomMissile("NemesisHBall2",32,0,18)
		NHTH O 4 A_SkullAttack
		NHTH O 0 A_Explode(450,64,0)
		NHTH O 0 A_SpawnItemEx("NemesisGhost1",0,0,0,0,0,0,0,128,0)
		NHTH O 0 A_CustomMissile("NemesisHBall2",32,0,18)
		NHTH O 4 A_SkullAttack
		NHTH O 0 A_Explode(450,64,0)
		NHTH O 0 A_SpawnItemEx("NemesisGhost1",0,0,0,0,0,0,0,128,0)
		NHTH O 0 A_CustomMissile("NemesisHBall2",32,0,18)
		NHTH O 4 A_SkullAttack
		NHTH O 0 A_Explode(450,64,0)
		NHTH O 0 A_SpawnItemEx("NemesisGhost1",0,0,0,0,0,0,0,128,0)
		NHTH O 0 A_CustomMissile("NemesisHBall2",32,0,18)
		NHTH O 4 A_SkullAttack
		NHTH O 0 A_Explode(450,64,0)
		NHTH O 0 A_SpawnItemEx("NemesisGhost1",0,0,0,0,0,0,0,128,0)
		NHTH O 0 A_CustomMissile("NemesisHBall2",32,0,18)
		NHTH O 4 A_SkullAttack
		NHTH O 0 A_Explode(450,64,0)
		NHTH O 0 A_SpawnItemEx("NemesisGhost1",0,0,0,0,0,0,0,128,0)
		NHTH E 0 A_UnSetReflective
		NHTH O 0 A_Stop
		NHTH O 1
		TNT1 A 0 A_Jump(128,"NemTracer1","NemTracer2")
		TNT1 A 0 A_Jump(100,"NemMeteorStorm","NemesisRain","LightningStorm","NHSComet","NemBFG","NemComets","NemMeteor")
		Goto See	
	MiniNemesisGuruballs:
	NHTH E 1 Bright A_FaceTarget
	TNT1 A 0 A_SetInvulnerable
	NHTH EEEEEEEEEEEEEEEEE 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	NHTH H 1 Bright A_FaceTarget
	NHTH HHHHHHHHHHHHHHHHH 3 Bright A_SpawnItem("NemesisCyberFlameSpawner3",0,0,0,0)
	TNT1 A 0 A_UnSetInvulnerable
	NHTH H 4 A_PlaySound("monster/hamswg")
	TNT1 A 0 A_PLaySound("weapons/hellfi") 
	NHTH IIII 1 A_FaceTarget
	NHTH I 4 A_Custommissile("MiniNemesisBFGBall",64,0,0)

	NHTH J 8 A_FaceTarget
	NHTH M 4 A_PlaySound("monster/hamswg")
	TNT1 A 0 A_PLaySound("weapons/hellfi") 
	NHTH NNNN 1 A_FaceTarget
	NHTH N 4 A_Custommissile("MiniNemesisBFGBall",64,0,0)

	NHTH E 8 A_FaceTarget
	NHTH H 4 A_PlaySound("monster/hamswg")
	TNT1 A 0 A_PLaySound("weapons/hellfi") 
	NHTH IIII 1 A_FaceTarget
	NHTH I 4 A_Custommissile("MiniNemesisBFGBall",64,0,0)

	TNT1 A 0 A_Jump(128,"Charge","NemTracer1","MiniNemesisGuruballs")
	TNT1 A 0 A_Jump(100,"NemMeteorStorm","LightningStorm","NHSComet","Charge","NemBFG","NemComets","NemMeteor","FiendBigBall")
	Goto See
	MinotaurSpawner:
	TNT1 A 0 A_JumpIf(user_minions >= 5,"See")	 
	TNT1 A 0 A_ChangeFlag(INVULNERABLE,1)
	NHTH E 1 A_ChangeFlag(REFLECTIVE,1)
	TNT1 A 0 A_PlaySound("monster/smithw")
	NHTH EEEEEEEEEEEEEEEEE 2 Bright A_SpawnItem("NemesisSmithFlameSpawner",0,0,0,0)
	TNT1 A 0 A_Playsound ("brain/spit")
	TNT1 A 0 A_Jump(256,"Minotaur1","Minotaur2","Minotaur3","Minotaur4")
  Minotaur1: //Apprentice
	TNT1 A 0 A_SpawnItemEx("CubeSpawner",0,100,20,30,0,0,Random(0,360),0)
    Goto MinotaurSpawnerEnd
  Minotaur2: //Apprentice 2 (wut)
	TNT1 A 0 A_SpawnItemEx("CubeSpawner2",0,100,20,30,0,0,Random(0,360),0)
    Goto MinotaurSpawnerEnd
  Minotaur3: //Frozen Apprentice
	TNT1 A 0 A_SpawnItemEx("CubeSpawner3",0,100,20,30,0,0,Random(0,360),0)
    Goto MinotaurSpawnerEnd
  Minotaur4: //Super Apprentice
	TNT1 A 0 A_SpawnItemEx("CubeSpawner4",0,100,20,30,0,0,Random(0,360),0)
  MinotaurSpawnerEnd:
	NHTH E 25 Bright
	TNT1 A 0 A_SetUserVar("user_minions",user_minions+1)
	TNT1 AAA 0 A_SpawnItem("NemesisSmithFlameSpawner",0,0,0,0)
	TNT1 A 0 A_ChangeFlag(INVULNERABLE,0)
	TNT1 A 0 A_ChangeFlag(REFLECTIVE,0)
	Goto See
	Pain:
	NHTH P 10 A_Pain
	NHTH P 0 A_Jump(64,"SelfHeal")
	NHTH P 0 A_Jump(16,"MinotaurSpawner")
	Goto See
	PainMissile:
	    TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	    NHTH P 10 A_Pain
		Goto Missile
	PainTeleport:
		TNT1 A 0 A_ChangeFlag(NOPAIN,1)
	    NHTH P 10 A_Pain
		Goto Teleport
	SelfHeal:
	    TNT1 A 0 A_JumpIf(user_heal >= 10,"Teleport")
		NHTH E 0 A_FaceTarget
		TNT1 A 0 A_ChangeFlag(NOPAIN,1)
		NHTH P 6 A_Pain
		NHTH F 1 A_Playsound ("monster/hamswg")
		NHTH F 5 A_FaceTarget
		TNT1 A 0 A_ChangeFlag(Invulnerable,0)
		TNT1 A 0 A_ChangeFlag(Reflective,1)
		NHTH F 0 A_CustomMissile("NemPentaLine1",0,0,-72,2)
		NHTH F 0 A_CustomMissile("NemPentaLine1",0,0,-144,2)
		NHTH F 0 A_CustomMissile("NemPentaLine1",0,0,-216,2)
		NHTH F 0 A_CustomMissile("NemPentaLine1",0,0,-288,2)
		NHTH F 0 A_CustomMissile("NemPentaLine1",0,0,0,2)
		NHTH G 1 A_Playsound ("monster/hamflr")
		NHTH G 1 A_Playsound ("monster/smithp",0,1.0,False,ATTN_NONE)
		NHTH GGGGGGGGGG 7 HealThing(100)
		TNT1 A 0 A_SetUserVar(user_heal,user_heal+1)
		TNT1 A 0 A_ChangeFlag(NOPAIN,0)
		TNT1 A 0 A_ChangeFlag(Invulnerable,0)
		TNT1 A 0 A_ChangeFlag(Reflective,0)
		Goto See
	Death:
    TNT1 A 0         //No Nerf, no price to pay
	//Goto VexedSpawn //You wanted to nerf this guy huh? I included the nerf but this is the price you have to pay
	//TNT1 A 0 A_JumpIfInTargetInventory("TrueLegendaryRuneItem",1,"VexedSpawn")
	TNT1 A 0 A_JumpIfInTargetInventory("TrueLegendaryRuneItem2",1,"VexedSpawn")
	TNT1 A 0 A_JumpIfInTargetInventory("NewNemesis",1,"VexedSpawn")
	TNT1 A 0 A_JumpIfInTargetInventory("NexusStrength",1,"VexedSpawn")
	TNT1 A 0 A_JumpIfInTargetInventory("TerminatorDamage2",1,"VexedSpawn")
	TNT1 A 0 A_JumpIfInTargetInventory("Zen",1,"VexedSpawn")
  Death2:
	NHTH F 0 A_CustomMissile("NemPentaLine3",0,0,-72,2)
    NHTH F 0 A_CustomMissile("NemPentaLine3",0,0,-144,2)
    NHTH F 0 A_CustomMissile("NemPentaLine3",0,0,-216,2)
    NHTH F 0 A_CustomMissile("NemPentaLine3",0,0,-288,2)
    NHTH F 0 A_CustomMissile("NemPentaLine3",0,0,0,2)
    NHTH F 0 Radius_Quake(6,250,2,64,8)
    NHTH P 120 A_CustomMissile("NemSmithDFSpawner",0,0,0,0)
	TNT1 AAAAAAAA 0 A_CustomMissile("NemesisCyberBouncyBFG",0,0,random(0,360),2,random(-5,30))
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	NHTH Q 6 A_CustomMissile("NemSmithHammer",128,-40,-30,0)
	NHTH R 6 A_Scream
	NHTH STU 6 
	NHTH V 6 A_NoBlocking 
	NHTH X 6 
	NHTH X 6 
	NHTH Y 100 
	TNT1 A 0 A_JumpIfInTargetInventory("NemesisFragmentToken",1,3)
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("NemesisFragment") == 0,2)
	TNT1 A 0 A_SpawnItemEx("NemesisFragmentSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,128)
	TNT1 A 0 A_BossDeath
	TNT1 A 0 A_KillMaster
	NHTH Y -1 
    Stop
  VexedSpawn:
	TNT1 A 0 A_Stopsound(7)
	TNT1 A 0 A_Stopsound(5)
	TNT1 A 0 A_RemoveChildren(1)
	NHTH P 3 Bright A_Pain
	TNT1 A 0 A_SpawnItemEx("NemesisLightning")
	TNT1 A 0 A_PlaySound("brain/spit",7)
	NHTH PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 3 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("NemesisLightning")
	NHTH PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 3 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("NemesisLightning")
	NHTH PPPPPPPPPPPPPPPPPPPPPPP 3 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("NemesisLightning")
	NHTH PPPPPPPPPPPPP 3 Bright A_GiveInventory("NemesisSoulEvent",1)
	TNT1 A 0 A_SpawnItemEx("NemesisLightning")
	NHTH PPPPPPPPPPPP 2 Bright A_SpawnItemEx("VexedNemesisFlameSpawner")
	TNT1 A 0 A_SpawnItemEx("NemesisPatriarchLightning")
	TNT1 A 0 A_SpawnItem("NemesisDeathBall")
	TNT1 A 0 A_CustomMissile("NemSmithHammer",128,-40,-30,0)
	TNT1 A 0 A_CustomMissile("NemSmithHammer",128,40,30,0)
	VHTH SSSSSSSSSSSSSSS 2 Bright A_SpawnItemEx("VexedNemesisFlameSpawner")
	TNT1 A 0 ACS_NamedExecuteAlways("NemesisSky",0,0)
    //TNT1 A 0 ACS_NamedExecuteAlways("SetEnragedSky",0,3)
	TNT1 A 0 A_SpawnItemEx("INFGodsVexedNemesisHellsmith",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TELEFRAG)
	//TNT1 A 0 A_SpawnItemEx("VexedNemesisArchonClone",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TELEFRAG) //emmmmmmm....
	TNT1 A 1 A_NoBlocking
	Stop
	}
}

Actor INFNemesisHellsmith : NemesisHellsmith
{
Tag "\c[v9]Nemesis Hellsmith\c-"
States
{
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("SimpleProgSys") == 0,2)
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("RuneTier3SpawnCheck") == 2,1)
	Goto Remove
	Idle:
	   NHTH AB 10 A_Look
	   TNT1 A 0 A_SpawnItemEx("NemesisCyberFlameSpawner")
	   Loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("Cyberdemon",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}